Applying Gamified Learning to Enhance Motivation among 1st bachillerato Students

dc.contributor.authorCalva Vicente, Karina Gabriela
dc.date.accessioned2026-01-20T16:09:28Z
dc.date.available2026-01-20T16:09:28Z
dc.date.issued2025-01-08
dc.description.abstractStudents at Unidad Educativa Mater Dei have shown disinterest and poor academic performance due to an observation checklist applied to 30 of the first bachillerato students in class “A”, which shows that traditional teaching methods need improving experiences, immediate feedback, and effective practice, resulting in a low decrease in the motivation and performance of students. The use of gamified learning promotes the development of problem-solving skills, critical thinking, social awareness, cooperation, and collaboration. This research focuses on implementing and exploring the effectiveness of gamification to encourage the motivation of the students. Furthermore, a combination of both quantitative and qualitative methods was used to assess the effectiveness of gamified learning. Also, student motivation during the use of gamified tools must be evaluated through pre- and post-surveys. On the other hand, quantitative analysis could describe motivation based on descriptive statistics to recognize motivation levels, while qualitative analysis will explore students' experiences and interpretations. The main objective of this research is to apply gamified learning to enhance motivation, which contributes to boosting motivation by applying gamified learning. This research not only helps students but also teachers and the high school in general. Furthermore, to improve teaching methodologies and learning outcomes, this research gives clear evidence and practical recommendations to use in their classes since the use of gamified tools had a positive impact on student’s motivation and engagement. It also provides an understanding of effective language teaching designed to reach specific needs, boosting students’ engagement, collaboration, active learning, and self-confidence in language acquisition, as well as emphasizing the importance of innovative teaching methods in encouraging a motivational and productive learning environment.
dc.description.sponsorshipUniversidad Bolivariana del Ecuador
dc.identifier.citationCalva Vicente, K. G. (2025). Applying Gamified Learning to Enhance Motivation among 1st bachillerato Students. Universidad Bolivariana del Ecuador.
dc.identifier.other371.33
dc.identifier.urihttps://dspace.ube.edu.ec/handle/123456789/2838
dc.language.isoes
dc.publisherMalagón, B. Universidad Bolivariana del Ecuador
dc.relation.ispartofseriesPM-PI-A23-01P1-05; 1105049751
dc.rightshttp://purl.org/coar/access_right/c_abf2
dc.subjectSOCIAL SCIENCES::Social sciences::Education
dc.subjectINTERDISCIPLINARY RESEARCH AREAS::Caring sciences::Social welfare/social pedagogics
dc.subjectHUMANITIES and RELIGION::Languages and linguistics::Other Germanic languages::English language
dc.titleApplying Gamified Learning to Enhance Motivation among 1st bachillerato Students
dc.title.alternativeApplying Gamified Learning to Enhance Motivation among 1st bachillerato Students
dc.typeThesis
Files
Original bundle
Now showing 1 - 1 of 1
No Thumbnail Available
Name:
Applying Gamified Learning to Enhance Motivation among 1st bachillerato Students.pdf
Size:
654.48 KB
Format:
Adobe Portable Document Format
License bundle
Now showing 1 - 1 of 1
No Thumbnail Available
Name:
license.txt
Size:
20.39 KB
Format:
Item-specific license agreed to upon submission
Description:
Collections